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BtS peeves

Thanny

Warlord
Joined
Dec 10, 2006
Messages
265
So I've finished (mostly - still playing past the end to work out modern combat strategies) my first BtS game. I had to axe rush the Ottoman Empire, since it started on the same archipelago as I did, and I don't like sharing land. This prevented me from getting a lot of my favorite wonders (though I still managed to get the Pyramids somehow), and in general forced me to play technological catchup until almost the end (space race victory in 1992, with the runner-up having just one tech left to research).

Anyway, I have some peeves with the changes in BtS, many of which pertain to modern combat.

1) The Apostolic Palace. While it wasn't all that annoying, there were still votes coming up long after everyone had Mass Media, and after the UN was built. Isn't this thing supposed to become obsolete?

2) Air combat. It's far too easy to lose defending fighters. They should have an advantage along the lines of never (or almost never) being shot down on defense, only taking damage when they lose the fight.

3) Guided Missile. My goodness, what a horribly overpowered weapon. 100% evasion - it cannot be intercepted, ever. It does a lot more damage than air strikes, and doesn't stop at 50%. War with the AI means tons of Missile Cruisers and Submarines loaded with these suckers destroying just about every improvement you have.

4) Stealth Destroyers. Can't be seen except by other SD's. No problem with that. But they make Destroyers obsolete, yet can't see submarines. Took me a bit to figure that out.

5) Submarine attack. I had a Stealth Destroyer on top of a work boat. An enemy Submarine came and killed the work boat without touching the SD. Excuse me? Sure, I can't see it without a sub in the area, but it shouldn't be able to attack the work boat without going through the SD.

6) Air unit limits. 4 units, or 8 with an airport, seems awfully strict. Especially when your fighters are dropping like flies while on Intercept missions.

It also hampers my modern attack style, which is with a large fleet of amphibious attackers, supported by a large stack of Stealth Bombers that moves to recently captured cities to soften up the next target. At first, I thought I'd just replace SB's with the Guided Missiles, but found instead that the most practical solution was to simply build a monstrous number of Carriers and fill them with Jet Fighters. Since air units in cities are so restricted, it doesn't take long for all strike missions to be successful (with the occasional non-fatal interruption from a Mech, SAM, or [Stealth] Destroyer). Then I could use GM's to drop the defenders from 50% health down another large notch, causing pretty much every amphibious attack to >99.9% odds.

7) AI city defense. In vanilla and Warlords, the AI kept a bunch of units in cities, making capture quite a bit more difficult. Now, I've yet to see more than six defenders. Perhaps they pile up when you approach the city on land, but they're easy pickings for amphibious assault.

8) Naval stack defense. This is another thing that took a bit to understand. I have this big stack with loaded Missile Cruisers, Stealth Destroyers, Carriers, and Transports. What defends against the next attack? An empty Transport. What defends after a bunch of empty Transports are killed? Empty Carriers. What doesn't defend? Full-health Missile Cruisers with Guided Missiles on board. What also doesn't defend? Full-health Stealth Destroyers.

Now, I can see where you might like having empty ships, with less to lose, defending against an attack. But I can also see where you want your strongest ships to defend those empty ones when the latter are weaker. I've had my stack attacked by enemy Trans, which killed two empty Trans of my own. Meanwhile, several MC's and SD's were sitting idly by, any of which would have easily defeated the attacking Tran. Later, my stack was attacked after being hit with some GM's. A few empty MC's took the damage, and they were the defenders in the next attack, despite the fact that several loaded MC's were at full health. Needless to say, those damaged MC's would have been quite useful if they had been protected and allowed to heal.

On land, you don't see this. You don't see weak junk units eating up attacks, so the strong ones will remain undamaged (poised for a counter attack, perhaps). Why was this change in naval combat made? It should be the best defender, period, and only in the case of a tie, should an empty unit-carrier be used instead of a full one.

That about rounds it up, apart from one bug introduced in Warlords that remains in BtS, where unit order queues are broken when the last order ends after the unit has no moves left, and where units with no moves can't be given orders at all (they just wake up the next turn). Also, air unit stacks going to sleep instead of performing the requested action with whatever units in the stack still have moves left.
 
1) The Apostolic Palace. While it wasn't all that annoying, there were still votes coming up long after everyone had Mass Media, and after the UN was built. Isn't this thing supposed to become obsolete?

it becomes obsolete only when the person who controls the city that the AP is in learns mass media. so the UN and the AP can both be active at the same time. my guess is that you were just assuming everyone had mass media, but the key person hadn't. it's a complete dead end if you don't need hollywood or broadcast towers (or better yet, you built the eiffel tower at radio), so it's completely skippable. in fact i've haven't researched it yet in BtS, i'm too in love with the AP! :lol:

4) Stealth Destroyers. Can't be seen except by other SD's. No problem with that. But they make Destroyers obsolete, yet can't see submarines. Took me a bit to figure that out.

yeah that makes no sense to me. i can't think of a single good reason for it at all. i stock up on old-fashioned destroyers ahead of time. same theory as i make sure i have cavs with medic or available promos to turn into medic gunships.
 
Yes stealth destroyers are ******** do not upgrade to them. Instead keep your destroyers and battleships. I pretty much stop building ships when SDs and Missile Cruisers hit the scene.
 
Ships do that? Wow, their physics are messed up...

I like it when the enemy sends a huge fleet. In previous expansions/difficulties, the AI seldom built a fleet, making my destroyers very sad :(

Now they send a huge Caravel and Galleon Fleet and Carracks, I can have my Privateers nearby take them out in a pre-emptive strike before they declare war on me. It's awesome.

What I hate though is when your have a pirate on the same tile as a friendly ship. The pirate should gain a higher defensive bonus or more strength as your ship "blockades" the attacker conveniently while trying to get a shot at the pirate. Privateers were well known to be from that certain country, so it's not really an act of war to delay an enemy fleet from sinking your pirates.
 
Um... forgive me if I seem a little crude, however I think that having Stealth Destroyers defend in battle is unbelievably STUPID!!

It harks back to the submarine bug in Civ III (A galley attacks an invisible sub, and declares war, as well as losing)

To put it in context: You have your Stealth Destroyer sneaking through enemy lines, destroying random fishing tiles and oil rigs. Then some stack of Battleships or Missile Ships accedentally moves onto your units tile. The 'spy' is caught and destroyed. It entirely destroys the purpose of STEALTH destroyers.

But most of the other comments I agree with. I guess however, don't defend workboats with Stealth Destroyers, in the same way you wouldn't defend workboats with spies :P
 
So I've finished (mostly - still playing past the end to work out modern combat strategies) my first BtS game. I had to axe rush the Ottoman Empire, since it started on the same archipelago as I did, and I don't like sharing land. This prevented me from getting a lot of my favorite wonders (though I still managed to get the Pyramids somehow), and in general forced me to play technological catchup until almost the end (space race victory in 1992, with the runner-up having just one tech left to research).

Anyway, I have some peeves with the changes in BtS, many of which pertain to modern combat.

1) The Apostolic Palace. While it wasn't all that annoying, there were still votes coming up long after everyone had Mass Media, and after the UN was built. Isn't this thing supposed to become obsolete?

Like other wonders, it only becomes obsolete when the owner gets the obsoleting tech. To cure this issue, just trade mass media to the AP owner.

2) Air combat. It's far too easy to lose defending fighters. They should have an advantage along the lines of never (or almost never) being shot down on defense, only taking damage when they lose the fight.

Same as in vanilla Civ4. Anyway, if an attacker does kill them, doesn't that mean they lost the fight?

3) Guided Missile. My goodness, what a horribly overpowered weapon. 100% evasion - it cannot be intercepted, ever. It does a lot more damage than air strikes, and doesn't stop at 50%. War with the AI means tons of Missile Cruisers and Submarines loaded with these suckers destroying just about every improvement you have.

The AI is unfortunately bad about using them except land-based. Even so, while you get a nice extra shot early in the war with them, they are a pain to reload. A carrier can launch airstrikes over and over again, and replace lost fighters.

4) Stealth Destroyers. Can't be seen except by other SD's. No problem with that. But they make Destroyers obsolete, yet can't see submarines. Took me a bit to figure that out.

5) Submarine attack. I had a Stealth Destroyer on top of a work boat. An enemy Submarine came and killed the work boat without touching the SD. Excuse me? Sure, I can't see it without a sub in the area, but it shouldn't be able to attack the work boat without going through the SD.

Stealth destroyers are weird. OK, I understand the invisible unit idea, where the unit cannot be seen or engaged by the enemy. As it is implemented, though, the SD will not attack except on its own turn, unless it is engaged by an enemy SD.

3.13 patch "fixes" destroyers by letting them upgrade to missile cruisers, which still can't detect subs. I'm sure there must be a better solution to this, but in the meantime, just make a lot of destroyers before getting stealth and don't upgrade.

6) Air unit limits. 4 units, or 8 with an airport, seems awfully strict. Especially when your fighters are dropping like flies while on Intercept missions.

Forts work as airbases. So do carriers. I'll build forts on any square unused by a city, including deserts, and have no problem basing a carrier defensively in a key city.

Is the AI really hitting you with that many fighters/bombers? They face the same stacking limits as you do, and tend to use cities as bases with few carriers of their own.

It also hampers my modern attack style, which is with a large fleet of amphibious attackers, supported by a large stack of Stealth Bombers that moves to recently captured cities to soften up the next target. At first, I thought I'd just replace SB's with the Guided Missiles, but found instead that the most practical solution was to simply build a monstrous number of Carriers and fill them with Jet Fighters. Since air units in cities are so restricted, it doesn't take long for all strike missions to be successful (with the occasional non-fatal interruption from a Mech, SAM, or [Stealth] Destroyer). Then I could use GM's to drop the defenders from 50% health down another large notch, causing pretty much every amphibious attack to >99.9% odds.

Amphibious attack is fairly effective against the AI in any case. For that matter, even against humans. The best defense is to sink the invading ships.

The cost in missiles and lost aircraft can be pretty high to pull off this. You don't need that good of odds in order to take a city from the sea.

7) AI city defense. In vanilla and Warlords, the AI kept a bunch of units in cities, making capture quite a bit more difficult. Now, I've yet to see more than six defenders. Perhaps they pile up when you approach the city on land, but they're easy pickings for amphibious assault.

I've seen pretty good defenses. It all depends on circumstances. I've seen stacks of dozens of units defending cities. The AI in BTS is a bit better at playing with a light defense when unthreatened (which is more cost-effective), but should do better during a war at building up big stacks.

8) Naval stack defense. This is another thing that took a bit to understand. I have this big stack with loaded Missile Cruisers, Stealth Destroyers, Carriers, and Transports. What defends against the next attack? An empty Transport. What defends after a bunch of empty Transports are killed? Empty Carriers. What doesn't defend? Full-health Missile Cruisers with Guided Missiles on board. What also doesn't defend? Full-health Stealth Destroyers.

First thing, the stealth destroyers currently only defend against other stealth destroyers. Just how it is for now.

Second thing, I haven't observed the empty transport thing, though I do know that unloaded transports do defend before loaded ones, all things being equal. I otherwise though that the unit with the best chance of winning defended.

Still, my fleets tend to include battleships and unloaded missile cruisers (it is a pain to reload them all), and my carriers are rarely deployed empty. Regular destroyers also defend nicely. If the defense choice logic considers the risk of losing the carried cargo, I'm all for it, done right. Troops and aircraft cost more than the carrying ship, and even missiles are pretty expensive.

On land, this won't happen because there are no land carrier units, whose loss also costs you other expensive units.

That about rounds it up, apart from one bug introduced in Warlords that remains in BtS, where unit order queues are broken when the last order ends after the unit has no moves left, and where units with no moves can't be given orders at all (they just wake up the next turn). Also, air unit stacks going to sleep instead of performing the requested action with whatever units in the stack still have moves left.

This would be nice to get fixed. It isn't a fatal flaw, as you can usually just either move the units next turn or wake/select the units which have moves left.
 
Um... forgive me if I seem a little crude, however I think that having Stealth Destroyers defend in battle is unbelievably STUPID!!

It harks back to the submarine bug in Civ III (A galley attacks an invisible sub, and declares war, as well as losing)

To put it in context: You have your Stealth Destroyer sneaking through enemy lines, destroying random fishing tiles and oil rigs. Then some stack of Battleships or Missile Ships accedentally moves onto your units tile. The 'spy' is caught and destroyed. It entirely destroys the purpose of STEALTH destroyers.

But most of the other comments I agree with. I guess however, don't defend workboats with Stealth Destroyers, in the same way you wouldn't defend workboats with spies :P

Hi

I dont have a problem with stealth destroyers not defending when they are by themselves. But it IS annoying to me me and to other ppl too it seems when they are in a stack with other non stealthy ships that is attacked anyways and the detroyers decide to just twiddle their thumbs and watch as transports and other weaker ships get destroyed.

But even THAT is not a sbad as fact that they cant see subs anymore. I mean they get all this high tech stuff that not only makes them impossible for other ships to locate but they also get high tech stuff that makes them the ONLY ships that can see other stealth destroyers but now suddenly being able to locate a sub a "low tech" destroyer can find easily is too much of a challenge?

Kaytie
 
I still have to closely test them anyway I think the " invisible " feature could be workarounded someway in the XML unit file maybe eliminating their " invisibility " and increasing their power to .... ~45 .

Their name should switch as well from " Stealth " to something like " Modern Destroyer " ;)
 
Like other wonders, it only becomes obsolete when the owner gets the obsoleting tech. To cure this issue, just trade mass media to the AP owner.
But everyone had Mass Media, including both the owner of the Palace, and the elected leader of it. I only stopped seeing votes when I adopted FR.

Regarding loss of defending air units:
Same as in vanilla Civ4. Anyway, if an attacker does kill them, doesn't that mean they lost the fight?
No, not the same. Defending aircraft were never destroyed in vanilla or Warlords. They sometimes took damage while intercepting, but never got destroyed.

Regarding Guided Missiles:
The AI is unfortunately bad about using them except land-based. Even so, while you get a nice extra shot early in the war with them, they are a pain to reload. A carrier can launch airstrikes over and over again, and replace lost fighters.
I'm not sure what you mean here by "bad". They use them viciously from Subs and MC's, but not at all from land. If that's what you meant, I agree.

Regarding air unit limits:
Forts work as airbases. So do carriers. I'll build forts on any square unused by a city, including deserts, and have no problem basing a carrier defensively in a key city.
Yes, forts and Carriers mitigate the defensive angle, but not the SB offense angle. Since GM's are used up on attack, I found the best offensive tactic is to build about 40 Carriers filled with JF's. That wouldn't work in vanilla or BtS (the AI would have many more fighters, and your JF's would get massacred before doing much damage), but since air defense is pretty limited now, they'll serve to soften a stack up nicely now. You can always move four SB's into captured cities to do a bit of pre-softening with collateral, to ease the load on the Jets. Combine that with 4-8 GM's, depending on city defenses, and you can pretty much guarantee never losing an attacking amphibious unit.

First thing, the stealth destroyers currently only defend against other stealth destroyers. Just how it is for now.
I haven't actually seen an attack which would demonstrate it, but I'm reasonably sure that a SD would defend against any unit if it were the best defender, *and* the attacker had a SD nearby so that your SD were visible.
 
40 Carriers full of JFs ?

I think Bts deserves a unit regroup function...I imagine a single turn considering land,naval and air unit could take 20 minutes.....?

Do you also keep turned on the option " see enemy and or friendly moves " ???

To be honest the largest stack I have ever dealt with was around 25 enemy units during knights era....
 
40 Carriers full of JFs ?

I think Bts deserves a unit regroup function...I imagine a single turn considering land,naval and air unit could take 20 minutes.....?

Do you also keep turned on the option " see enemy and or friendly moves " ???

To be honest the largest stack I have ever dealt with was around 25 enemy units during knights era....
Not sure what you mean by regroup function. A turn doesn't take nearly that long. Unlike with vanilla and Warlords, air unit stacks stop attacking when one is intercepted, which is annoying, but it's not that difficult to select the group of active units again and repeat the stack strike until it's done. A minute or two at most to do that bit.

And no, I don't have moves visible. The AI moves things far too much for that to be useful. I just check the military advisor for enemy troop positions as needed.
 
I mean a sort of automathism where inside a stack of more than 20 units pressing a key it keeps on attacking until manually stopped choosing the most advanced unit turn after turn in terms of tech and promotions related to the enemy that in that turn is defending. Maybe that's already possible but I am not aware of....same speech for air stacks...which is the way to stack several bombers / fighters etc ?

thansk
 
I mean a sort of automathism where inside a stack of more than 20 units pressing a key it keeps on attacking until manually stopped choosing the most advanced unit turn after turn in terms of tech and promotions related to the enemy that in that turn is defending. Maybe that's already possible but I am not aware of....same speech for air stacks...which is the way to stack several bombers / fighters etc ?

thansk
Enable stack attack in the options. I think that's what you mean. You don't get any attack animations, though - it's as if you have quick combat enabled as well when attacking with a stack.
 
in all the civ incarnations there is one area i would reconsider- and that is the end.

The beginning is fun because of exploration and building ect. But the end becomes a tad tedious.. just like a billion units or...space race, done...(i tried the scenario that adds sci fi stuff but the game ends afor i get there)

Workers are useless (what? we don't have anything for workers to do in the modern era? ) and the whole build thing just ends. Likewise exploration just ends. Two of the most fun elements in the game if you ask me.

Seems like you'd be exploring and building til the end of mankind

Also, if your way behind what is the point? There should be like a 1 in 34%
chance that you can win based on some sort of gamble (like in the game of "Life" where you can go for broke with a spin of the wheel.)
Maybe playing as some sort of evil empire that concentrates on making a clone of the winning leader. Or building a Doomsday device (i can't win...then no one will win!)
At least some incentive to hang in there with your poorly planned civ...

Of course the game has to end sometime and i am not suggesting some sort of extension- rather a revitalization of the end game. Send them workers to work on the moon!
 
Once the moon has been colonised, then what?

As for the Stealth Destroyers debacle thing, I found your solution-

SUBMARINES!!!

That's right! Build Attack Submarines and Submarines with your fleet stacks. Subs can detect subs, so it's only logical? They may be a tad bit slow, but so is your face battleships and carriers! Best of all: They can detect submarines! Yay!

Why hasn't anyone thought of that before? They complain their destroyers are useless once upgraded, but Firaxis left Submarines to solve that problem!
 
IMO Stealth Destroyers should have an "activate/deactivate stealth" option, so that you can use them in a stealth role or in a transport escort role as you please.
 
As for the Stealth Destroyers debacle thing, I found your solution-

SUBMARINES!!!

That's right! Build Attack Submarines and Submarines with your fleet stacks. Subs can detect subs, so it's only logical? They may be a tad bit slow, but so is your face battleships and carriers! Best of all: They can detect submarines! Yay!

Why hasn't anyone thought of that before? They complain their destroyers are useless once upgraded, but Firaxis left Submarines to solve that problem!
I'm pretty sure everyone who noticed that SD's don't detect submarines turned to other submarines for the answer. What we're talking about here is that it's annoying that one unit doesn't have the ability of the unit it obsoletes. As you say, Attack Submarines move just as fast as Missile Cruisers and Battleships, so they don't slow the stack down. It's just that prior to BtS, all you needed were Battleships and Destroyers.
 
Destroyers and Battleships should probably not be perma-obsoleted. Take for example the Infantry; you can upgrade them to SAM Infantry, while still able to build them, so why not do the same for DDs and BBs? However, considering that CGs are just as powerful as BBs, and carry 4 missiles, the BB could stand to have some kind of improvement to it. Make it stronger against enemy aircraft and missiles, and it needs to be more powerful and expensive compared to a DD anyway (though I'd reduce the DD's power and cost a little).

OTOH, how trivial would it be to give the "hard to see" units a defense mode so that it will defend important points and stacks? A DDG or SSN that's been placed on Sleep would defend against an enemy unit that tried to move into the space it was guarding. Additionally, they would defend ships that they were attached to if grouped with them. This doesn't mean the unit gets spotted, and it doesn't start wars, because Civ4 allows units to share spaces now.
 
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